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  1. 0 A.D. has a new Project Leader, was presented at an event in Toulouse, and is well on its way to have the new unit models implemented. New Project Leader Our previous Project Leader Erik 'Feneur' Johansson has decided to step down, but will remain on the team and still help out with administrative tasks. Nicolas 'Itms' Auvray will take over the responsibilities as Project Leader for 0 A.D. and lead the team to Beta and beyond. Here are a few words on how he sees the future of the project: I am deeply honored to become the new Project Leader after Erik, who has been an incredible source of motivation since I started to contribute to 0 A.D. As a programmer of the game, you should expect my first objectives to be related to the technical side of things. I would like to improve the environment of the programming team, in order to make the development less difficult and stressful; and I also plan to focus my programming activity on the libraries we use, and on communicating with the teams who create those. If we improve that environment, we can recruit new people and have more workforce to push the game towards Beta. However, I also want to be an actual leader for the project and its community as a whole, so feel free to contact me if you think something is needed in some area. I will be far more active in the forums and I'm eager to discuss with you all! Finally, I would like to thank everyone for being part of such a great community. The game would be nowhere near its current state without you, and we can accomplish even more great things together! 0 A.D. at Capitole du Libre The 19-20th of November, Itms went to the Capitole du Libre event in Toulouse, France, to showcase 0 A.D. and give talks. If by any chance you were there too, thanks for participating in this very cool event! 0 A.D. is already quite renowned in the FLOSS community, but a number of visitors discovered the game for the first time and were greatly impressed. The game, while still in development, is already suitable for a general audience. Itms could give a talk about the game and how Wildfire Games develops it, and also conducted a workshop where players could install 0 A.D. Alpha 21 on their machine and enjoy a game together. Everybody had a lot of fun! Itms also met 0 A.D. enthusiasts, including older ones. The image below shows Alpha 4 and Alpha 21 meeting each other: If you are yourself a 0 A.D. enthusiast, don't forget to spread the word around you, so the game attracts more players and reaches new heights. Plenty of New Art on the Way Our Art Lead Enrique has been busy, both in real life and working on 0 A.D. In real life he got married, congratulations Enrique. Working on 0 A.D. he has created more than 90 animations for the new unit meshes which brings them a lot closer to being finished. You can watch several of them in the video below. He has also created the Seleucid Champion Elephant: Our other artist Johnathan (aka LordGood) has also been busy and has among other things created two new main menu backgrounds, construction models for a couple buildings, some new animations, and several more things. Carthage themed main menu background. Models to be used for buildings being constructed. Apart from that there has been work done on both mod support, balance fixes, AI improvements and more. If you want to get a list of all the major things done for Alpha 22 so far check the Alpha 22 changelog (it is updated as new things are added to the game, so keep coming back to it if you want an overview of changes as they happen).
    5 points
  2. Oh I remember well... Was a tough mission I think it makes sense to distinguish between artifacts (wheeled relics) and normal relics and provide both...
    3 points
  3. I couldn't get a larger composition going today, but I really felt like painting, so I decided to paint some icons. lesbian masonry, polygonal masonry, and iron masonry clamps. ...I'm sensing a theme here These are one offs, if you don't like them, oh well, if you do, that's neat too. Terrible attitude to take, I know, but this is more me needing to paint something than anything ;p feel free to download and tweak as you see fit, this will probably be a good spot for me to dump more icons in the future if I have them.
    1 point
  4. Apparently the setting for that name minus the s was set to loose, i.e. to censor it even if it's part of a word and not just when it's a full word. As I don't really see a legitimate reason to use the name minus the s I've just changed it to strict (i.e. only if it's just the whole word). That way the isle of Lesbos should still be possible to write
    1 point
  5. (Not really related to the Seleucid units, but just wanted to mention the 2D stairs on the Seleucid civil center.)
    1 point
  6. @stanislas69 lol no, the best examples of lesbian masonry are found on the isle of @#$%s (hence the name) and consist of curved or irregular joinings between the stones as opposed to straight joininings of polygonal masonry, i think. here's my source, have a read yourself if you like really? thats censored?
    1 point
  7. Likely that forum post, related IRC discussions, and the fact that creating a square map in Atlas requires you to edit the map file by hand for quite a few years.
    1 point
  8. Staaan, I go and make a main menu background with bronzed cataphracts with masks and you go and make iron plated ones without masks I kid to an extent I'd be careful using the pants model with a non-pants texture in presentation, it looks a bit... odd
    1 point
  9. resizing in atlas is a huge pain too.
    1 point
  10. http://ageofempires.wikia.com/wiki/Artifact_(Age_of_Empires) they name as artifact the wheeled relic. In the campaign mission 12 AoM.
    1 point
  11. Hi @Orpheus, I have found the reason for that issue. In fact, it is different than assumed. I will fix it in the upcoming version 0.3, expect it to be ready no later than the beginning of January.
    1 point
  12. @Itms Ah darn, well it was mostly for that I was hoping to meet some of you guys like I did with Oimat
    1 point
  13. @Lion.Kanzen Not yet. Read comments carefully In this patch individual players or teams must capture all relics, which are units (as opposed to "picking them up" which has been discussed but would require #28).
    1 point
  14. As far as I remember they were indeed deprecated (I remember for Corsica Vs Sardinia running into that problem, but it made more sense for that particular map so I ignored it). The "biggest" problem with circle maps is that sometimes you need bigger maps to make them work compared to square, but I don't think that really warrants keeping them.
    1 point
  15. Could you please point me to the reference you took that from? (I couldn't find it in the Design Document or the Technical Design Document) EDIT: Maybe this (Thanks @Imarok for pointing me to it ):
    1 point
  16. The tutorials are broken. There are multiple tickets about bugs in them (#3678,#3723), and one about rewriting them to actually use triggers (#2303) instead of the custom AI hack that it is currently using. But apparently someone decided that working on those isn't possible unless #3912 is fixed. I do wonder how we managed to create tutorials without that functionality in the first place, and why making a few things a bit clearer for people that have never played an RTS and are unable to read tooltips can't be done later. Especially since that should just be adding some highlighting to the strings that are needed anyway. (And if that one is really blocking work on tutorials I'm not sure why #1446 isn't listed as another blocker.) So we are aware that the tutorials are broken in many ways, and I'm quite sure that if someone would be willing to work on creating a new set of tutorials using triggers that would be very appreciated.
    1 point
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